Rufus Q&A Thread: Post ALL your questions here!

Here goes a little something that a friend found sometime ago, this can be helpful against Viper.

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I hope it helps =)

any tips on landing divekick, st.lk, st.hp, hp tornado more consistently? i play on a ps3 pad (if that helps to know) and i can’t do this on anything below green connection

Aim your dive kicks to hit low to get more frame advantage. If you hit dive kicks on the first frame or so there is a pause before you start descending I believe, so you will have to do instant dive kicks to get the best possible frame advantage.

You don’t have to input Galactic Tornado that fast - it helps to know when you’re learning the combo as you don’t want to accidentally get cr.HP.

It’s possible to plink HP and MP with your index finger and thumb on pad - I can do it with some consistency. That said, I switched to stick about a week ago; I’m pretty much relearning the combo again myself.

Realistically, you aren’t going to hit st.LK > st.FP link consistently on bad interwebs. It’s difficult to time even on good interwebs. And sometimes it’s tough to get the st.lk to come out at the earliest frame possible after a divekick which could get you grabbed or reversal’d from an otherwise tight block string.

Probably my favorite when you land a divekick, and stand there like an idiot and catch a dp in the face because the short never came out.

I don’t rage at all…

thanks guys. one last question…is there a list of characters that divekick, cr.lk, st.mp, hp tornado doesn’t work on? from my own messing about in training room, i’ve found ibuki, ryu and ken so far (which almost certainly means akuma too). does anyone know the full list?

I’m sure someone else has made a list somewhere but I can’t be bothered to look so here’s a list I made a while ago for the characters st.lk -> st.mp does work on (also included a x2 for characters that 2 st.lk -> st.mp works on):

Makoto
Dudley (x2)
Gouken
Akuma
Juri
Chun
Sim (x2)
Abel (x2)
Sagat
Cammy
DJ (x2)
Cody
Guy
Hakan
Guile (x2)
Blanka
Rufus
El Fuerte
Vega
Rog (x2)
Hawk
Adon
Rose

As for AE’s 4 new characters I haven’t tested them but I’m fairly sure it works on Yun, Yang and Oni but not E.Ryu. I’ll update my post when I’ve checked them.

Update: Works on Yun, Yang and Oni but not E.Ryu like I thought :slight_smile:

thanks a lot… i’ll be sure to keep coming back to this list. i never played rufus in vanilla, super or ae…but i decided to learn him in this one. i’m doing really well so far (win rate is about 70% with just basic knowledge). my main is guile, so it’s really nice to mix it up with some rush down rufus lol.

its such a bizzare set of characters that the combo doesn’t work on. bison/geif? lol.

^and yea it definitely works on oni and yun and doesn’t work on e.ryu. don’t know about yang.

  1. Is c.HK the standard OS for safe jumps? Is U1 or U2 the standard for OSing when built up?

  2. What are Rufus’s safe jump setups and cross-up dive kick setups?

  3. If an opponent is mixing it up between OS FA/Throw backdash and just plain backdash, what’s the best way to try and cover all the bases? Just start doing meaty HP Galactic Tornadoes? Some form of dive kick setup?

  4. What’s the best way to deal with sporadic neutral jumpers in the corner? Dive kick with the intent to j.HK upon seeing the jump? s.HK?

  1. I assume you mean cr.HK. It’s good for backdashers, yes. Not really a standard.

  2. Too many to count. Safe jumps from f-throw = dash, j.fp. or st.fp, j.fp. From b-throw st.fp, j.fp. Also after a HP GT you can j.fp safe jump. There should be threads in here for you to find on this.

  3. OS Throw Backdash? Never heard of it. Sweep catches most b-dashers. Characters like Chun and Rose usually require a follow up divekick to catch their b-dash. It’s more of a read and not really possible to cover all their bases. You can attempt to use OS U2, but it’s not very practical.

  4. Lots of options. St.FP and cl.St.FP tears through neutral jumps. cr.strong if you’re reacting slowly. j.HK if you’ve conditioned them to jump and you know it’s coming. And EX Snake Strike against the more floaty characters (Bison, Chun). Far st.HK is great for catching jumps after a blockstring since it hits them on their way up regardless of which direction they jumped.

Hey. I’m really new to SSF4 so sorry if I’m doing the notation wrong. AFAIK Rufus’ ideal meterless combo from a dive kick is:

dive kick -> s.LK -> s.LK -> s.HP -> Heavy GT -> Light GT if in corner

Assuming no ultra of course. But I just tested it in training mode and I got a bit more damage by omitting the LKs, probably thanks to damage scaling. The thing is, I’m sure if I’ve seen people use the LKs in pro videos. Plus, isn’t s.LK -> s.HP supposed to be Rufus’ infamous 1f link? I’m assuming it’s useful. Does this have something to do with adding more stun in exchange for slightly less damage, or is s.LK easier to hit confirm/safe on block?

st.lk is useful for a couples of reasons; it does allow you to hit confirm although st.lk x2 can take you out of range for the st.hp so watch out for that. Also, depending on the height of the divekick and distance from the character st.hp won’t always combo so it allows you to combo where that doesn’t. Damage and stun aren’t really a factor as I don’t think there is much difference whatever combination you use :slight_smile:

Thanks. So I guess if the dive kick hits “deeper,” like earlier/higher on the opponent’s body rather than hitting their feet right before you land, you’d want to s.lk to make sure they stay in hitstun?

Yes. It might sound strange to some people but once u have played Rufus for a bit you can tell (for the most part) where a divekick is going to hit and select the best option accordingly. Some characters with annoying hit boxes like Boxer & Sagat are tricky though so most Rufus players avoid dk’ing them at all.

A blocked st.LK also gives you advantage on block and allows you to continue your offense. Go for tick throws or more dive kicks.

How should I punish when I don’t have enough time to do walkup s.hp/s.hp?

Go for cr.mk ex.gt if ur willing to spend the meter, if not that i usually go for a sweep. Pretty quick has good range and causes a hard knockdown

Thanks mate! Another one: on what characters does the j.mk crossup work? (did someone make some kind of char spec list?)

Here’s a list of characters that forward throw -> dash x2 crossup mk works on:

Adon
Balrog (Boxer)
Blanka
Cammy
Honda
Fei Long
Gen
Gouken
Guy
Hakan
Ibuki
M.Bison (Dictator)
Makoto
Rufus
Sagat
Sakura
Seth
T.Hawk
Yang
Zangief

As for other characters the only one j.mk crossup doesn’t work on is Fuerte for some reason. Also characters like Ryu, Ken & Akuma can only be crossed up when they are waking up from a hard knockdown and even then it isn’t that easy.

Tyvm! So you can basicly use j.mk on every character except for El Fuerte (besides the fthrow setup)?